r3jonwah85
Watcher
- Joined
- January 17, 2014
- Messages
- 15
Helly everybody, long time lurker first time poster since I have finally something to say!
I have been working on my own RPG for a couple of months now and would like to share my progress with you here at rpgwatch. I am also hoping for feedback and discussion om game mechanics since I am a one man wolf pack doing this. when I started this I had done practically zero programming and had never touched Unity nor Blender (or any other 3D modeling tool for that matter), so the progress has been slow but I finally feel like there will actually be a nice end product.
Lets start off with the usual sell talk:
Crypts of Avaritia is a combination of randomly generated dungeons together with a first person view with gameplay similar to Heretic/Hexen combined with Dungeon Hack, Ultima Underworld, Dungeon Master, Might & Magic, Daggerfall, Arena and other games in the same genre. The gameplay will not force the player into melee combat as many other RPGs do, instead choice will be given to approach any problem the way the player seem fit, just like in Deus Ex. As such there are many non-combat attributes and skills for the player to upgrade. There are strong survival-mechanisms coupled to the gameplay, such as the player need to sleep, eat and drink water. You can also break bones, bleed and get poisoned.
A little video:
In the video you see:
- Improved graphics settings, a lot of Unity games just use the default quality settings but I think it is important to add as much as possible, so I have added most of what Unity offer.
- FOV settings works for those who like to tinker with that, I just think it looks weird
- Just demonstrating the new stuff on the character, if you are close to a wall the weapons/hands will move back a bit to make it more realistic, since I use 2 cameras to avoid clipping you got some scale issues before and the weapons looked tiny since they were actually far through the wall…
- The player can now lean slightly around corners just to peek before entering a room or whatever.
- Like mentioned before you cannot climb while having your hands equipped, to solve that I added holstering/sheathing of weapons.
- Some results of the attributes and skills are shown, in this case reflexes and luck that is used for the calculation of avoiding enemy attacks, this is still being tuned and my stats are maxed out as always, but you can see that you sometimes will evade the enemy attack even if you stand still.
- Now to get some sleep, we fin a cozy little shelter where we can rest our eyes a bit, the problem is that its location is unsafe… There will be 5 different states the sleeping place can have; dangerous, unsafe, uncertain, safe, secure. All have different percentages per hour of you being discovered, so a longer nap at a unsafe or dangerous place will probably end in an encounter with a enemy. A secure place will be just that, so sleep tight in those places.
- You get woken up by a enemy that passed by and made some noise, time to fight for your life.
- Since you were still tired, you take another 1 hour nap, this time nobody finds you. (If it looks edited, that is because it is. Those damn just kept popping up… Need to pick a better place to sleep next time.)
- Some floating platforms that are static, while jumping on stuff like that you can use the shadow as reference on where to land.
- Some new arrows, one for each magical element. All enemies have different resistance/weakness to different elements, this can be used to your advantage if the player knows those weaknesses.
- A little refinement to the aiming, looks a bit better in my opinion.
- Again, pick up arrows that weren't shot at a enemy. Had to fix some bugs with that but now it seems to work dandy.
- And lastly something a bit different, the generation of the dungeon. I have now made it possible to input words (strings) instead of integers which can be way more fun. As you will notice there is not much variation (except the width and length of the floor that is shown) since there is only one tile to draw when the algorithm is taking a random tile, this will of course be changed once the work with adding content begins.
And some pictures:
You can find more videos and images at my indieDb site:
http://www.indiedb.com/games/crypts-of-avaritia
And lastly, all comments, questions and discussion is extremely welcome, I believe that input from others would greatly improve the game (even though I am hard headed and have my mind set on most things, I love to be convinced by some nice arguments )
Actually, I have one specific question I am tinkering with at the moment… Perception in the game is supposed to determine if enemies and hidden stuff is nearby and tell the player, but I am not sure which way is the best to go.
1. The first option is system where all hidden objects/enemies get a rating from 1-10 (the same as all skills), if the player perception level is higher or equal to the object/enemy, the player will be prompted every time, that is 100% discover rate if equal to or above in level (or up to 90% and a 10% luck modifier, if both are at 100/100 then you truly will get 100% detection rate).
2. Option number two is to have no ratings, only set a object/enemy to discoverable. Then the player perception skill level determines a chance between 0-100 % chance (0 skillpoints give 0%, 10 points give 100%) to discover this object every time the player is close to the object/enemy. The potential downside to this is that the player can "spam" the skill by going back and forth in a area hoping to discover anythings that might be there. But on the other hand it is more like throwing a dice than the first option.
So what do you say? How does other games do it (both pen and paper games and computer games)?
And thanks for stopping by and hopefully got through the wall of text!
I have been working on my own RPG for a couple of months now and would like to share my progress with you here at rpgwatch. I am also hoping for feedback and discussion om game mechanics since I am a one man wolf pack doing this. when I started this I had done practically zero programming and had never touched Unity nor Blender (or any other 3D modeling tool for that matter), so the progress has been slow but I finally feel like there will actually be a nice end product.
Lets start off with the usual sell talk:
Crypts of Avaritia is a combination of randomly generated dungeons together with a first person view with gameplay similar to Heretic/Hexen combined with Dungeon Hack, Ultima Underworld, Dungeon Master, Might & Magic, Daggerfall, Arena and other games in the same genre. The gameplay will not force the player into melee combat as many other RPGs do, instead choice will be given to approach any problem the way the player seem fit, just like in Deus Ex. As such there are many non-combat attributes and skills for the player to upgrade. There are strong survival-mechanisms coupled to the gameplay, such as the player need to sleep, eat and drink water. You can also break bones, bleed and get poisoned.
A little video:
In the video you see:
- Improved graphics settings, a lot of Unity games just use the default quality settings but I think it is important to add as much as possible, so I have added most of what Unity offer.
- FOV settings works for those who like to tinker with that, I just think it looks weird
- Just demonstrating the new stuff on the character, if you are close to a wall the weapons/hands will move back a bit to make it more realistic, since I use 2 cameras to avoid clipping you got some scale issues before and the weapons looked tiny since they were actually far through the wall…
- The player can now lean slightly around corners just to peek before entering a room or whatever.
- Like mentioned before you cannot climb while having your hands equipped, to solve that I added holstering/sheathing of weapons.
- Some results of the attributes and skills are shown, in this case reflexes and luck that is used for the calculation of avoiding enemy attacks, this is still being tuned and my stats are maxed out as always, but you can see that you sometimes will evade the enemy attack even if you stand still.
- Now to get some sleep, we fin a cozy little shelter where we can rest our eyes a bit, the problem is that its location is unsafe… There will be 5 different states the sleeping place can have; dangerous, unsafe, uncertain, safe, secure. All have different percentages per hour of you being discovered, so a longer nap at a unsafe or dangerous place will probably end in an encounter with a enemy. A secure place will be just that, so sleep tight in those places.
- You get woken up by a enemy that passed by and made some noise, time to fight for your life.
- Since you were still tired, you take another 1 hour nap, this time nobody finds you. (If it looks edited, that is because it is. Those damn just kept popping up… Need to pick a better place to sleep next time.)
- Some floating platforms that are static, while jumping on stuff like that you can use the shadow as reference on where to land.
- Some new arrows, one for each magical element. All enemies have different resistance/weakness to different elements, this can be used to your advantage if the player knows those weaknesses.
- A little refinement to the aiming, looks a bit better in my opinion.
- Again, pick up arrows that weren't shot at a enemy. Had to fix some bugs with that but now it seems to work dandy.
- And lastly something a bit different, the generation of the dungeon. I have now made it possible to input words (strings) instead of integers which can be way more fun. As you will notice there is not much variation (except the width and length of the floor that is shown) since there is only one tile to draw when the algorithm is taking a random tile, this will of course be changed once the work with adding content begins.
And some pictures:
You can find more videos and images at my indieDb site:
http://www.indiedb.com/games/crypts-of-avaritia
And lastly, all comments, questions and discussion is extremely welcome, I believe that input from others would greatly improve the game (even though I am hard headed and have my mind set on most things, I love to be convinced by some nice arguments )
Actually, I have one specific question I am tinkering with at the moment… Perception in the game is supposed to determine if enemies and hidden stuff is nearby and tell the player, but I am not sure which way is the best to go.
1. The first option is system where all hidden objects/enemies get a rating from 1-10 (the same as all skills), if the player perception level is higher or equal to the object/enemy, the player will be prompted every time, that is 100% discover rate if equal to or above in level (or up to 90% and a 10% luck modifier, if both are at 100/100 then you truly will get 100% detection rate).
2. Option number two is to have no ratings, only set a object/enemy to discoverable. Then the player perception skill level determines a chance between 0-100 % chance (0 skillpoints give 0%, 10 points give 100%) to discover this object every time the player is close to the object/enemy. The potential downside to this is that the player can "spam" the skill by going back and forth in a area hoping to discover anythings that might be there. But on the other hand it is more like throwing a dice than the first option.
So what do you say? How does other games do it (both pen and paper games and computer games)?
And thanks for stopping by and hopefully got through the wall of text!
Last edited:
- Joined
- Jan 17, 2014
- Messages
- 15